```metadata title: Monk - This is the way - Gradual Cultivation and Sudden Enlightenment (Old) description: Variant Monk + subclasses (DnD 5e) tags: [] systems: - 5e renderer: legacy theme: 5ePHB ```
MONK
This is the way
Gradual Cultivation and Sudden Enlightenment
##### Siddhartha [Shaelyn Marlow](https://ru.pinterest.com/pin/332351647514956011/)
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Contents
### MONK
2 - 8
Class Details ....................................................................................
2
The Monk Table ..............................................................................
3
Class Features..................................................................................
4
### Monastic Traditions
9 - 29
10
Way of the Shadow..........................................................................
12
Way of the Open Hand....................................................................
14
Way of the Elements.......................................................................
16
Way of the Kensei............................................................................
18
Way of the Immortal........................................................................
20
Way of the Sun Soul........................................................................
22
Way of the Drunken Master...........................................................
24
Way of the Astral Self.....................................................................
26
Way of Mercy....................................................................................
28
Way of the Ascendant Dragon...................................................... ## Preface The Monk is a very interesting class for those who enjoy martial arts and movies in which acrobatic combat maneuvers take center stage, accompanied by an almost artistic sequence of fists, fingers, elbows, headbutts, knees, kicks, etc. This new version of the monk was made with the idea of making the monk more free from all its conditions, and from the various design flaws of the original version. This version is intended to be more customizable and fun, with more interesting game variables. ``` ``` ### Why review the Monk The monk, in DnD 5e, is well represented with the basic aspects of a martial arts master in mind. However, in my opinion, it presents several fundamental problems: * The monk lacks it own role in the group. Its position has always remained ambiguous and unclear. * Monk features seem to have no direction of progress and even though there are many they do not seem to combine. * Lacks a practical and inexpensive disengagement system that allows it to make the most of its speed. * Lacks flexibility in his choice of martial arts style. A martial arts master should have more combat maneuvers. * The monk is a MAD class and therefore needs more ASI. * The monk is very dependent on ki points. * Monk damage does not scale as it should, and some features, even if they use ki points, can fail without producing results. The problem becomes more obvious around 11th level and gets worse as it level up. * Some features come so late that they are practically useless at that level. * The monk feature at 20th level is a bit disappointing, especially since it is specified that it must be at 0 ki to be activated.
##### Kung-fu Panda [Henrik Tamm](https://www.henriktamm.com/?project=kung-fu-panda)
\page # Monk ## Class Details Her fists a blur as they deflect an incoming hail of arrows, a half-elf springs over a barricade and throws herself into the massed ranks of hobgoblins on the other side. She whirls among them, knocking their blows aside and sending them reeling, until at last she stands alone.
Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he exhales and a blast of fire roars from his mouth, engulfing his foes.
Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky shadow on a balcony a stone’s throw away. She slides her blade free of its cloth-wrapped scabbard and peers through the open window at the tyrant prince, so vulnerable in the grip of sleep.
Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. ### The Magic of Ki Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse-specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes. ### Training and Asceticism Small walled cloisters dot the landscapes of the worlds of D&D, tiny refuges from the flow of ordinary life, where time seems to stand still. The monks who live there seek personal perfection through contemplation and rigorous training. Many entered the monastery as children, sent to live there when their parents died, when food couldn’t be found to support them, or in return for some kindness that the monks had performed for their families.
Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to serve as spies or assassins at the command of their leader, a noble patron, or some other mortal or divine power. ``` ```
The majority of monks don’t shun their neighbors, making frequent visits to nearby towns or villages and exchanging their service for food and other goods. As versatile warriors, monks often end up protecting their neighbors from monsters or tyrants.
For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.
##### Pathfinder [YamaOrce](https://www.deviantart.com/yamaorce/art/Cyranni-comm-545205947)
2
MONK | Class Details
\page ### Creating a Monk As you make your monk character, think about your connection to the monastery where you learned your skills and spent your formative years. Were you an orphan or a child left on the monastery’s threshold? Did your parents promise you to the monastery in gratitude for a service performed by the monks? Did you enter this secluded life to hide from a crime you committed? Or did you choose the monastic life for yourself?

Consider why you left. Did the head of your monastery choose you for a particularly important mission beyond the cloister? Perhaps you were cast out because of some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? ``` ```

As a result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment.


> ##### QUICK BUILD > You can make a monk quickly by following these suggestions. First, make **Dexterity** your highest ability score, followed by **Wisdom**. Second, choose the **"Far traveler"** background.
##### The Monk Table | Level | Proficiency Bonus | Martial Arts | Ki Points | Unarmored Movement | Techniques Known | Features | |:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | 1d4 | — | — | — | Unarmored Defense, Martial Arts | | 2nd | +2 | 1d6 | 2| +10 ft | 4 | Ki, Unarmored Movement | | 3rd | +2 | 1d6 | 3 | +10 ft | 4 | Monastic Tradition | | 4th | +2 | 1d6 | 4 | +10 ft | 4 | Ability Score Improvement, Unarmored Movement Improvement | | 5th | +3 | 1d6 | 5 | +10 ft | 6 | Extra Attack | | 6th | +3 | 1d6 | 6 | +15 ft | 6 | Monastic Tradition feature, Ki-Empowered Strikes | | 7th | +3 | 1d6 | 7 | +15 ft | 6 | Evasion | | 8th | +3 | 1d8 | 8 | +15 ft | 8 | Ability Score Improvement | | 9th | +4 | 1d8 | 9 | +15 ft | 8 | Unarmored Movement Improvement | | 10th | +4 | 1d8 | 10 | +20 ft | 8 | Monastic Tradition feature | | 11th | +4 | 1d8 | 11 | +20 ft | 8 | Body Cultivation | | 12th | +4 | 1d8 | 12 | +20 ft | 10 | Ability Score Improvement | | 13th | +5 | 1d8 | 13 | +20 ft | 10 | Soul Cultivation, Harmony | | 14th | +5 | 1d10 | 14 | +25 ft | 10 | Ability Score Improvement | | 15th | +5 | 1d10 | 15 | +25 ft | 10 | Timeless Body | | 16th | +5 | 1d10 | 16 | +25 ft | 12 | Ability Score Improvement | | 17th | +6 | 1d10 | 17 | +25 ft | 12 | Monastic Tradition feature | | 18th | +6 | 1d10 | 18 | +30 ft | 12 | Harmony Improvement | | 19th | +6 | 1d10 | 19 | +30 ft | 12 | Ability Score Improvement | | 20th | +6 | 1d12 | 20 | +30 ft | 14 | Enlightenment |
3
MONK | The Monk Table
\page ## Class Features As a monk, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d8 per monk level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per monk level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** Simple weapons, and one Martial weapon. - **Tools:** One type of artisan’s tools or one musical instrument. ___ - **Saving Throws:** Strength, Dexterity - **Skills:** Choose two from Acrobatics, Athletics, History, Insight, Nature, Medicine, Perception, and Stealth. #### Equipment You start with the following equipment, in addition to the equipment granted by your background: * (a) spear or (b) quarterstaff * (a) 10 Dart or (b) a martial weapon * (a) an explorer's pack or (b) a dungeoneer's pack * Starting wealth, you have 2d4x10 gp in funds. ### Unarmored Defense Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. ### Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are any Simple and Martial Weapons, that lack the heavy and special properties. You gain the following benefits when unarmored and not wielding a shield, and are either unarmed or are wielding a monk weapon: * When unarmored, you can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. * Once per turn, when you hit a creature with an unarmed strike, you can move it 5 feet to an unoccupied space. You cannot push opponents two sizes larger than you, but you can use the rebound to move 5 feet away without provoking attacks of opportunity. * You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. * When you use the Attack action with an unarmed strike, or a monk weapon on your turn, or you attack with a monk feature that use ki points, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, or you cast a spell or a feature that use Ki points, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. ### Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. Additionally, you can take the Dash, Disengage, or Dodge actionas as a bonus action on your turn. When you use one of this actions your jump distance is doubled.
At 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
##### Avatar Aang [nymre](https://a-lot-of-korra.tumblr.com/post/118263724708/nymre-this-was-inspired-by-the-episode-the)
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MONK | Class Features | 1
\page ### Ki Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse-specifically, the element that flows through living bodies. #### Ki Cultivation Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. You can spend these points to fuel various Ki Techniques. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
##### Yoga chakra [ Suresh Machu](machutattoos.com)
#### Ki Techniques Starting at 2nd level, when you obtain this feature, you learn four Ki Techniques, which you can choose from the Monk Ki Techniques list. As you increase in level, you learn more techniques, as indicated in the Techniques Known column of the monk table. Additionally, when you gain a Monk level, you can exchange any known Ki Technique for another for which you meet the level prerequisites. You cannot repeat the same technique on the same creature in the same turn, and each technique consumes 1 ki point. Some of the Ki Techniques require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier
##### Ki Techniques List
#### 2nd level:
* **Blocking.** When a creature hits you with an attack, as a reaction you can add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. * **Grappler.** When you try to grapple, you can choose to use Acrobatics instead of Athletics check. Roll one martial arts die and add the number rolled to your Grapple check. * **Life Force.** As a bonus action you can roll a Martial Arts die and regain a number of hit points equal to the number rolled plus your proficiency bonus. * **Pushing Strike.** When you hit a creature with an unarmed strike, you can attempt to push it back. It must succeed on a **Strength** saving throw or it can be pushed up to 15 feet away from you. (ref principle: Martial Arts) * **Quick Strike.** Once on each of your turns, when using the bonus action, you can make an unarmed strike. * **Shocking Strike.** When you hit a creature with an unarmed strike, you can block its reaction. The creature cannot use its reaction until the end of its next turn. * **Sweep.** When you hit a creature with an unarmed strike, you can attempt to knock it down. It must succeed on a **Dexterity** saving throw or be knocked prone. ``` ``` #### 5th level:
* **Blinding Strike.** When you hit a creature with an unarmed strike, you can target its eyes with your fingers. It must succeed on a **Dexterity** saving throw or be blind until the end of your next turn. * **Catch Missiles.** When you are hit by a ranged weapon attack, you can use your reaction to catch it. The damage is reduced by two Martial Arts die roll + your Dexterity modifier. Additionally, you can make a ranged attack with 20/60 of range using the object you just caught. The missile counts as a monk weapon for this attack. * **Disarming Strike.** When you hit a creature with an unarmed strike, you can attempt to disarm the target, forcing it to drop one item that it's holding. It must succeed on a **Strength** saving throw or drop the chosen object. The object lands at its feet. * **Goading Strike.** When you hit a creature with an unarmed strike, you can attempt to goad it into attacking you. It must succeed on a **Wisdom** saving throw or take disadvantage on all attack rolls against targets other than you until the end of your next turn. * **Ki Blocking.** When you hit a creature with an unarmed strike, you can block it. It must succeed on a **Charisma** saving throw or its speed becomes 0 until the end of its next turn. If flying it safely descends at 60 feet per round. * **Ki Language.** As a bonus action you can touch the ki of other minds so that you understand all spoken languages for 2 hours and any creature that can understand a language can understand what you say. * **Throat Strike.** When you hit a creature with an unarmed strike, you can blow the enemy throat. It must succeed on a **Constitution** saving throw or not being able to speak until the end of your next turn.
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MONK | Class Features | 2
\page #### 8th level:
* **Killing Intent.** When you hit a creature with an unarmed strike, you can infect its mind with your ki to awaken the sense of mortality. It must succeed on a **Wisdom** saving throw or be frightened by you until the end of your next turn. * **Lightning Step.** As a bonus action you can to teleport a distance equal to your walking speed to an unoccupied space that you can see. * **Powerful Strike.** When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. Roll a Martial Arts die and add it to the attack's damage roll. * **Strike Back.** When you take damage from a creature in melee, you can use your reaction to make an unarmed attack against it. * **Stunning Strike.** When you hit another creature with an unarmed strike, you can interfere with the flow of ki in an opponent's body. It must succeed on a **Constitution** saving throw or be stunned until the end of your next turn. * **Two in One Strike.** When you hit a creature with an unarmed strike, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target or within your reach. Use the same attack roll to hit the second creature; if it hits, it takes damage equal to a Martial Arts die roll + Wisdom modifier. #### 12th level:
* **Backhand Strike.** Whenever a creature within your reach attacks an ally, you can use your reaction to make one unarmed attack against it. * **Counter Strike.** When a creature misses you with a melee attack, you can use your reaction to make an unarmed attack against it. * **Dazing Strike.** When you hit another creature with an unarmed strike, you can hit it at the enemy's temple. It must succeed on an **Intelligence** saving throw or it cannot take any reactions until the end of your next turn. Also, on your next turn, it must choose whether to get a move, an action, or a bonus action; it gets only one of the three. * **Energy Drain.** When you hit a creature with an unarmed strike, you can attempt to drain Energy force from it to reinforce your body. You gain a number of temporary hit points equal to half your damage. If you do this, the damage becomes necrotic. * **Ki Blasts.** As a bonus action, you create three glowing orbs of Ki. You can cast the Magic Missile spell without providing material components. (ref. Magic Missile Spell) * **Mantra.** Whenever you make a saving throw and fail, a mantra pervades your mind and helps you concentrate to get through difficult times. You can reroll the saving throw and take the second result. #### 16th level:
* **Mental Strike.** When you hit a creature with an unarmed strike, you can attempt to damage its mind. It must succeed on a **Charisma** saving throw, or it must roll a d10 and subtract the number rolled from the next saving throw it makes before the end of your next turn. * **Nightmare.** When a creature beside you is frightened, you can use your reaction to make an unarmed attack on it. * **No Mercy.** When a creature beside you is prone, you can use your reaction to instantly leap at it, and make an unarmed attack on it. * **Trail of Cinders.** As you move, your feet leave a trail of fire. All creatures within 5 feet of where you move must succeed on a **Dexterity** saving throw or takes one Martial Arts die of fire damage from your trail. A creature or object can take this damage only once per turn. * **Wall of Ki.** As a bonus action, you can cast the Wall of Force spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. (ref. Wall of Force spell)
##### Ryu - Street Fighter [DHK88](https://www.deviantart.com/dhk88/art/Ryu-Alternate-Street-Fighter-V-558575139)
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MONK | Class Features | 3
\page
##### Le Sumi-e Art [Jean-Marc Moschetti](https://www.encre-zen.com/)
``` ``` ### Monastic Tradition When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level and again at 6th, 10th, and 17th level. ### Ability Score Increase When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. ### Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. ### Body Cultivation At 11th level, mastery of the ki flowing through you makes you proficient in Constitution saving throws and immune to diseases and poisons. Additionally, your intense training allows you to empower your Unarmed attacks. Whenever you hit a creature with a Ki Technique, the creature takes one extra Martial Arts die of damage. ### Soul Cultivation Beginning at 13th level, your long years of meditation and your mastery of ki give you proficiency in all saving throws.
##### Koi Tat [Dylan Helman](https://www.behance.net/gallery/54122585/Koi-Oi)
7
MONK | Class Features | 4
\page
### Harmony At the 13th level, the harmony achieved between body and mind allows your Ki Techniques to be performed more naturally and in balance. Choose two Ki Techniques between the 2nd and 5th levels that you already know. Additionally, once per round, you can perform one of these techniques without spending ki points.
At 18th level, instead of 2 ki techniques, you can now choose 4 Ki techniques between 2nd and 12th levels that you already know. Additionally, once per round, you can perform two chosen Ki techniques in this feature without spending ki points.
By spending 8 hours in training and meditation, it is possible to exchange all the chosen Ki Techniques in this feature for other techniques. ``` ```
### Timeless Body At 15th level, your ki sustains you so that you suffer none of the frailty of old age, For every 10 years, your body ages only 1 year, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
Additionally, you can spend 6 ki points to cast the astral projection spell, without needing material components. When you do so, you can't take any other creatures with you. ### Enlightenment At 20th level, you go beyond the human limit. Your body is so used to certain movements that have become one with your being. You can take an additional reaction between each of your turns. Moreover, you can use both inner ki and the ki of heaven and earth, every time you roll for initiative, you will always have at least 4 ki points.
##### Siddhartha [Gianluca Rolli](https://www.artstation.com/artwork/KEOBy)
8
MONK | Class Features | 5
\page # Monastic Traditions Ten traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the ten traditions and instruct each monk according to his or her aptitude and interest. All ten traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level. ``` ``` Each monastic order has its own secret Ki Techniques, that are accessible only if you are part of the sect. Even if these 10 monasteries respect each other, this does not mean that there is no confrontation and rivalry, because only from these are their movement and thus evolution.
Along with their choice of the Monastic Traditions, the monk will gain access to Monastic Ki Techniques specific to its subclass.
##### Ramakien [เอกชัย มิลินทะภาส](https://kooper.co/th-digital-art-by-thai-artist-ekachai-milintapas/)
9
Monastic Traditions
\page ### Way of the Shadow *Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.*
##### Shadow Arts Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast Darkness, Darkvision, Mirror Image, Pass without Trace, or Silence, without providing material components. Your Darkvision spell allows one to see into your magical darkness. Additionally, you gain the minor illusion cantrip if you don't already know it. | ki | Shadow Arts | |:---:|:-----------:| | - | Minor Illusion | | 2 | Darkness | | 2 | Darkvision | | 2 | Mirror Image | | 2 | Pass without Trace | | 2 | Silence |
##### Shadow Attack Beginning at 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d8 damage to one creature you hit with an attack **if you have advantage on the attack roll**. The attack must use a monk weapon or be an unarmed attack. You cannot use this feature in the same attack in which you use a Ki technique.
This extra damage increases by 1d8 when you reach 11th level (2d8), and 17th level (3d8).
##### Ensō (円相), Wu [Takeda-art](https://www.redbubble.com/fr/i/impression-artistique/Calligraphie-martiale-Wu-par-Takeda-art/34499569.1G4ZT?asc=u&c=925318-calligraphy-art&ref=work_collections_grid&epik=dj0yJnU9Z2I2OW5DVGZ5UDFEZHM3S2MteWxxYkJ4RnItZ09XNi0mcD0wJm49UWpVUHdDdGRkVkFXNXNNY0pzRnFWZyZ0PUFBQUFBR0xvSnlF)
``` ``` ##### Shadow Step At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. ##### Cloak of Shadows By 10th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your bonus action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light. ##### Opportunist At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.
Additionally, as a Shadow Arts you can spend 4 ki points to cast the Greater Invisibility spell, without needing material components.
##### Batman [Marie Bergeron](https://www.behance.net/gallery/13912399/The-Bat)
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Monastic Traditions | Way of the Shadow
\page
##### Ninja of the New Moon [Greg Opalinski](https://www.artstation.com/artwork/w6PJ5g)
### Ki Techniques of the Shadow Monastery The shadow monastery is a mysterious sect where monks learn the way of the shadow. In this monastery, Ki Techniques have been developed through many generations of shadow monk warriors creating techniques specific to them. In addition to the monk class list of Ki Techniques you can add these techniques as possible choices.
**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier
#### 3rd level:
* **Shadow.** When you make a Dexterity (Stealth), a Dexterity (Acrobatics) or a Wisdom (Perception) check, you can roll one Martial Arts die and add it to the ability check, provided you aren't incapacitated. #### 5th level:
* **Shadow Shuriken.** In place of one of your attacks, you can form directly into your hands a shadow shuriken (dart) and perform a ranged attack. The shadow shuriken disappears in the next turn. When you attack something in dim light or darkness, you get advantage on the attack. ``` ```
#### 8th level:
* **Shadow Tentacles.** When you hit a creature with an unarmed strike, you can summon from the shadow tentacles that entangle on that creature. It must succeed on a **Strength** saving throw or be restrained by the entangling shadow until the start of your next turn. #### 12th level:
* **Open Wounds.** When you hit a creature with a unarmed strike or a monk weapon, you can cause internal bleeding. At the start of each of its turns, it must succeed on a **Constitution** saving throw or take one Martial Arts dice of necrotic damage. After three saving throw the internal bleeding ends. #### 16th level:
* **Hallucinatory Terrain.** By taking 10 minutes of meditation, you can alter the space around you by creating an illusory territory according to your needs. You can cast the spell Hallucinatory Terrain without providing material components. This space is only active for 1 hour, but if you are within range of the spell, you can maintain it by consuming 1 ki point every hour. (ref. Hallucinatory Terrain Spell)
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Monastic Traditions | Way of the Shadow
\page ### Way of the Open Hand *Monks of the Way of the Open Hand are the ultimate masters of martial arts combat. They have a wide range of martial arts techniques, a powerful ability to recover ki, and practice advanced meditation that can protect them from harm.*
##### Open Hand Technique Starting when you choose this tradition at 3rd level, your training takes you deeper into the martial arts and its uses through ki. You learn Quick Strike Ki Technique, and when using Quick Strike, you can use one Ki Technique without spending ki point. Additionally, at 11th level you learn one extra Ki technique. ##### Wholeness of Body At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again. ##### Tranquility Beginning at 10th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). The saving throw DC for the spell equals 8 + your Wisdom modifier + your proficiency bonus. Additionally, you can still spend 1 ki point to recast this abjuration, but the effect is the standard one. ##### Quivering Palm At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
##### Ryu - Street Fighter [DHK88](https://www.deviantart.com/dhk88/art/Ryu-Alternate-Street-Fighter-V-558575139)
##### Kung Fu-Semiotics [Martial Arts Studies](https://martialartsstudies.blogspot.com/2015/06/the-semiotics-of-kung-fu.html)
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Monastic Traditions | Way of the Open Hand
\page
##### The Ancient Ones [Jessica Woulfe](https://www.artstation.com/artwork/lVnN3O)
### Ki Techniques of the Open Hand Monastery The Open Hand monastery is a sect recognized by all unarmed martial arts masters. In this monastery, Ki Techniques have been developed through many generations of Open Hand monk warriors creating techniques specific to them. In addition to the monk class list of Ki Techniques you can add these techniques as possible choices.
**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier
#### 3rd level:
* **Reactive Strike.** When a creature within 5 feet of you casts a spell or make a range attack, you can use your reaction to make an unarmed attack against that creature. #### 5th level:
* **Improved Ki Blocking.** When you hit a creature with an unarmed strike, you can block it. It cannot use its reaction until the end of its next turn. Additionally, the creature must succeed on a **Charisma** saving throw or its speed becomes 0 until the end of its next turn. If flaying it safely descends at 60 feet per round. ``` ```
#### 8th level:
* **Extreme Strike.** When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. Roll a Martial Arts die and add it to the attack's damage roll. #### 12th level:
* **Crippling Strike** When you hit a creature with a unarmed strike, you can attempt to Crippling their minds. The creature must succeed on a **Intelligence** saving throw, or be incapacitated until the start of your next turn. #### 16th level:
* **Buddha Hand.** As an action, you can summon the Bigby's Hand spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. The hand does what Bigby's Hand spell can do and can be used once per turn replacing one of your unarmed attacks. (ref. Bigby's Hand Spell)
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Monastic Traditions | Way of the Open Hand
\page ### Way of the Elements *You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.*
##### Disciple of the Elements When you choose this tradition at 3rd level, you learn elemental spell-Ki that harness the power of the elements. A elemental spell-Ki requires you to spend ki points each time you use it. The number of spells you know is based on your level in this class. Additionally, you gain the Prestidigitation cantrip if you don't already know it. ##### Spells-Ki know | level | 0 | 1 | 2 | 3 | 4 | |:---:|:-----------:|:-----------:|:-----------:|:-----------:|:-----------:| | 3rd | 2 | 1 | - | - | - | | 6th | 3 | 2 | 1 | - | - | | 11th | 4 | 3 | 2 | 1 | - | | 17th | 4 | 4 | 3 | 2 | 1 |
Whenever you learn a new elemental spell-Ki, you can also replace the already known elemental spells with other spells.
**Casting Elemental Spell-Ki.** To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. Each spell has a base price that is equal to its level in ki points. Once you reach 5th level in this class, you can spend additional ki points to increase the level of an elemental spell-Ki, provided that the spell has an enhanced effect at a higher level, as Burning Hands does. The Spell-Ki's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and you cast Burning Hands, you can spend 2 ki points to cast it as a 2nd-level spell. The maximum number of ki points you can spend to cast a Spell-Ki in this way (including its base ki point cost and any additional ki points you spend to increase its level) is determined by your monk level, as shown in the Spells-Ki table. | Monk level | Ki | |:----:|:---:| | 5th-8th | 2 | | 9th-12th | 3 | | 13th-16th | 4 | | 17th-20th | 5 |
**Spellcasting Focus.** You can use a Ki focus as a spellcasting focus for your Monk spells. A Ki focus can be a bandage, a tattoo or necklace, a staff made entirely from an ancient tree, or an object incorporating elemental rocks. **Spellcasting Ability.** Wisdom is your spellcasting ability for your Monk spells, being spells powered by your ki.
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
##### Elemental Martial Arts At 6th level, once per turn you can cast one of your cantrips in place of one of your attacks. You cannot use this cantrips in the same attack in which you use a Ki technique. ##### Master of Elements At 10th level, you learn to modify elements to your liking. All spells-ki that contain the elements in the table below can be exchanged for another element. If the spell requires a saving throw this is based on the chosen element and not on the original spell information. | Elements | Save | |:----:|:---:| | Acid / Fire / Lightning | Dexterity | | Cold / Poison / Thunder | Constitution | | Force | Strength | ##### Wonder of the Elements At 17th level, you can choose one spell per level that is found in your list, these spells now cost one ki less as if they were of a lower level.
By spending 8 hours in meditation, you can exchange all the chosen spells for different spells of the same levels.
##### Avatar Aang [MyCks Sato](https://www.deviantart.com/mycks)
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Monastic Traditions | Way of the Elements |1
\page ### Elements Spell List

##### Cantrips (0 Level) - Acid Splash - Booming Blade - Control Flames - Create Bonfire - Dancing Lights - Fire Bolt - Frostbite - Green-Flame Blade - Gust - Light - Lightning Lure - Mold Earth - Poison Spray - Prestidigitation - Produce Flame - Ray of Frost - Shape Water - Shocking Grasp - Thunderclap ##### 1st Level - Absorb Elements - Acid Stream (UA) - Arcane Weapon (UA) - Armor of Agathys - Burning Hands - Catapult - Chaos Bolt - Chromatic Orb - Create or Destroy Water - Detect Poison and Disease - Earth Tremor - Faerie Fire - Feather Fall - Fog Cloud - Frost Fingers - Guiding Bolt - Hellish Rebuke - Ice Knife - Longstrider - Magnify Gravity - Searing Smite - Thunderous Smite - Thunderwave - Witch Bolt - Zephyr Strike
##### 2nd Level - Aganazzar's Scorcher - Continual Flame - Darkvision - Dragon's Breath - Dust Devil - Earthbind - Flame Blade - Flaming Sphere - Gust of Wind - Heat Metal - Icingdeath's Frost (UA) - Kinetic Jaunt - Levitate - Magic Weapon - Maximillian's Earthen Grasp - Melf's Acid Arrow - Protection from Poison - Pyrotechnics - Rime's Binding Ice - Scorching Ray - See Invisibility - Shatter - Skywrite - Snilloc's Snowball Storm - Warding Wind
##### 3rd Level - Ashardalon's Stride - Call Lightning - Create Food and Water - Daylight - Elemental Weapon - Erupting Earth - Fireball - Flame Arrows - Flame Stride (UA) - Fly - Freedom of the Waves HB - Gaseous Form - Glyph of Warding - Haste - Lightning Arrow - Lightning Bolt - Meld into Stone - Melf's Minute Meteors - Protection from Energy - Pulse Wave - Sleet Storm - Stinking Cloud - Thunder Step - Tidal Wave - Wall of Water - Water Breathing - Water Walk - Wind Wall
##### 4th Level - Arcane Eye - Conjure Minor Elementals - Control Water - Elemental Bane - Fire Shield - Freedom of Movement - Galder's Speedy Courier - Gravity Sinkhole - Ice Storm - Stone Shape - Stoneskin - Storm Sphere - Summon Elemental - Summon Construct - Vitriolic Sphere - Wall of Fire - Watery Sphere - Widogast's Web of Fire HB












##### Avatar Kora [penelopeloveprints-deactivated2](https://critter-of-habit.tumblr.com/image/173712804094)
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Monastic Traditions | Way of the Elements |2
\page ### Way of the Kensei *Monks of the Way of the Kensei train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.*
A kensei sees a weapon much in the same way a calligrapher or a painter regards a pen or brush. Whatever the weapon, the Kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a Kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
##### Path of the Kensei When you choose this tradition at 3rd level, your special martial arts training leads you to master the all the weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits: * **Kensei Fighting Style.** You adopt a particular style of fighting as your specialty. Choose one among Archer, Blind Fighting, Dueling, Great Weapon Fighting, Superior Technique and Thrown Weapon Fighting. You can't take a Fighting Style option more than once, even if you later get to choose again. * **Kensei Weapon.** Your special martial arts training give you proficiency with any martial weapons. These weapons are Kensei weapons for you, and you are no longer limited on using weapons that lack the heavy and special properties, But heavy weapons that do not use strength lose their heavy property. Additionally, your Ki Techniques and Martial Arts can be used with a Kensei weapon and armor that is not heavy, but ranged weapons will not be able to be used with Ki Techniques. * **Way of the Brush.** You gain proficiency with your choice of calligrapher's supplies or painter's supplies. ##### One with the Blade At 6th level, you extend your ki into your Kensei weapons, granting you the following benefits. * **Agile Parry.** If you make an unarmed strike as part of the Attack action on your turn and are holding a Kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 bonuses to AC until the start of your next turn, while the weapon is in your hand, and you aren’t incapacitated. * **Deft Strike.** When you hit a target with a Kensei weapon, you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. You can use this feature only once on each of your turns. * **Quick Attack.** Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two Kensei weapon attack as a bonus action. ``` ``` ##### Sharpen the Blade At 10th level, you gain the ability to augment your weapons further with your ki. As a bonus action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of ki points you spent. If the weapon is magical and already has a bonus, this feature can enhance this bonus, but the sum of the bonuses must not exceed +3. Additionally, any attack roll you make with this weapon is a critical hit on a roll of 18-20 on the d20. This bonus lasts for 1 minute or until you use this feature again.
##### Unerring Accuracy At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an attack roll using a kensei weapon on your turn, you can reroll it. You can use this feature only once on each of your turns.
##### Tatoo #145 [lisabradford](https://www.pinterest.ch/pin/96264510774396904/)
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Monastic Traditions | Way of the Kensei
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##### SEKIRO [怨嗟の鬼](https://www.pixiv.net/en/artworks/85612871)
### Ki Techniques of the Kensi Monastery The Kensi monastery is a sect where monks, defined by other sects as the heretical monks. This monks pursue the way of the Kensei. In this monastery, Ki Techniques have been developed through many generations of Kensi monk warriors creating techniques specific to them. In addition to the monk class list of Ki Techniques you can add these techniques as possible choices.
**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier
#### 3rd level:
* **Sharp.** When you make a Strength (Athletics), a Dexterity (Acrobatics) or a Wisdom (Perception) check, you can roll one Martial Arts die and add it to the ability check. #### 5th level:
* **Precision Strike.** When you make an attack, you can roll one martial arts die and add it to the roll. You can use this technique before or after making the attack roll, but before any effects of the attack are applied. ``` ```
#### 8th level:
* **Ki Weapon Strike.** When you hit a creature with your Kensei weapon, as a bonus action, you can damage all the creatures that surround you. All creatures within the range of your weapon must succeed on a **Dexterity** saving throw or take a damage equal to your Martial Arts die + your wisdom modifier. #### 12th level:
* **Ki Weapon Release.** When you hit a creature with your Kensei weapon, as a bonus action, you can also hit the creatures behind it. All creatures in a 30 foot long, 5 foot wide line behind the attacked enemy must succeed on a **Dexterity** saving throw or take damage equal to one Martial Arts die you just rolled + your wisdom modifier. #### 16th level:
* **Banishing Attack.** When you make an attack with your kensei weapon on your turn, you can make your weapon crackle with space force. The creature must succeed on a **Charisma** saving throw or be banished into a harmless demiplane. While there, the target is incapacitated. It remains there for 1 minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. At the each of its turns, the target can make another Charisma saving throw. On a success, the banished ends.
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Monastic Traditions | Way of the Kensei
\page ### Way of the Immortal *Monks of the Way of the immortal are obsessed with the meaning of dying. They capture creatures and prepare elaborate experiments to capture, record, and understand the moments of their demise. They then use this knowledge to guide their understanding of martial arts, yielding a undying fighting style.*
##### Knowing Death Starting when you choose this tradition at 3rd level, you gain proficiency in the Nature and Medicine skills, and you gain proficiency with the herbalism kit. ##### Approaching Death At 3rd level, your study of death allows you to extract energy from the feeling of death. You gain the following benefits: * **Feeling Death.** When you are hit by an enemy attack, the next turn you can expend 1 less ki point when using your next ki feature. * **Giving Death.** When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + your monk level (minimum 1). ##### Hour of Reaping At 6th level, you gain the ability to unsettle or terrify those around you as a bonus action, for your soul has been touched by the shadow of death. When you take this bonus action, each creature within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. ##### Mastery of Life and Death Beginning at 10th level, you use your familiarity with death to escape its grasp. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead. ##### Touch of Death Starting at 17nd level, you can channel the energy of death to destroy another creature's life force by touch. When you hit a creature with a melee attack, you can choose to expend 1 ki points. The target must make a Constitution saving throw, and it takes 2d12 necrotic damage on a failed save, or half as much damage on a successful one. You cannot use this feature in the same attack in which you use a Ki technique.
Additionally, you can spend 4 ki points to gain resistance to all damage but force damage for 1 minute.
##### Half-Orc Monk Reading [Pathfinder 2e](https://www.tumgir.com/tag/Pandesmos)
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Monastic Traditions | Way of the Immortal
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##### The Watcher in the Rain [Max Kostin](https://www.artstation.com/artwork/aRBbXq)
### Ki Techniques of the Immortal Monastery The Immortal monastery is a mysterious sect where monks learn the way of the Immortal. In this monastery, Ki Techniques have been developed through many generations of Immortal monk warriors creating techniques specific to them. In addition to the monk class list of Ki Techniques you can add these techniques as possible choices.
**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier
#### 3rd level:
* **Herbalist.** When you make an Intelligence (Nature), a Wisdom (Medicine) or a Wisdom (Survival) check, you can roll one Martial Arts die and add it to the ability check. #### 5th level:
* **Absorb Force.** When another creature damages you with a melee attack, you can use your reaction and reduce the damage by one Martial Arts die roll + your Wisdom modifier. ``` ```
#### 8th level:
* **Dreadful Strike.** When you hit a creature with a unarmed strike with advantage, you can boost the damage. It is not necessary to have advantage on the attack roll if the target has the fear condition. Roll a Martial Arts die and add it to the attack damage roll. #### 12th level:
* **Life Drain Strike.** When you hit a creature with an unarmed strike, you can attempt to drain life force from it to heal your wounds. You recover a number of hit points equal to half your damage. If you do this, the damage becomes necrotic. #### 16th level:
* **Demon Hand.** As an action, you can summon the Bigby's Hand spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. The hand does what Bigby's Hand spell can do and can be used once per turn replacing one of your unarmed attacks. (ref. Bigby's Hand Spell)
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Monastic Traditions | Way of the Immortal
\page ### Way of the Sun Soul *Monks of the Way of the Sun Soul learn to channel their own life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.*
##### Radiant Sun Bolt Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.
You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action. ##### Searing Arc Strike At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 1 ki point to cast the Burning Hands spell as a bonus action.
You can spend additional ki points to cast Burning Hands as a higher level spell. Each additional ki point you spend increases the spell's level by 1. The maximum number of ki points (1 plus any additional points) that you can spend on the spell equals half your monk level. ##### Searing Sunburst At 10th level, you gain the ability to create an orb of light that erupts into a devastating explosion. As a bonus action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take two Martial Arts die roll of radiant damage. A creature doesn't need to make the save if the creature is behind total cover that is opaque.
You can increase the sphere's damage by spending ki points. Each point you spend, up to a maximum of 3, increases the damage by two Martial Arts die. ##### Sun Shield At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.
If a creature hits you with a melee attack while this light shines, you can deal 5 + your Wisdom modifier radiant damage to the creature.
##### Human Monk [Wizards - D&D 5e](https://www.dndbeyond.com/classes/monk?epik=dj0yJnU9SWVlNng2dUtGV1I0X3lzbTVBT0RyZHJXNV81Qm1tRXMmcD0wJm49QXFleVFieGd3d2ZadlRTOWNpajdlUSZ0PUFBQUFBR0xKaXEw)
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Monastic Traditions | Way of the Sun Soul
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##### End-Hostilities [Rhineville](https://www.deviantart.com/rhineville/art/End-Hostilities-480084237)
### Ki Techniques of the Sun Soul Monastery The Sun Soul monastery is a mysterious sect where monks learn the way of the Sun Soul. In this monastery, Ki Techniques have been developed through many generations of Sun Soul monk warriors creating techniques specific to them. In addition to the monk class list of Ki Techniques you can add these techniques as possible choices.
**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier
#### 3rd level:
* **Sun Bolt Quick Strike.** Once on each of your turns, when using the bonus action, you can make an unarmed strike, or an attack with Radiant Sun Bolt. #### 5th level:
* **Bolt Sniper.** At the beginning of your turn, you can use your inner eye to see and hit enemies from further away. Until the beginning of the next turn, Radiant Sun Bolt's attacks ignore half cover and three-quarters cover, and the range of attacks is 120 feet. ``` ```
#### 8th level:
* **Piercing Radiant Bolt.** When you hit a creature with a Radiant Sun Bolt, you can pierce any creature in a straight line 30 foot long, 5 foot wide within range of the attack. All creatures in a line between you and the attacked enemy must succeed on a **Dexterity** saving throw or take damage equal to one Martial Arts die you just rolled + your wisdom modifier. #### 12th level:
* **Rapid Ki Blasts.** In place of one of your attacks, you create three glowing orbs of Ki. You can cast the Magic Missile spell without providing material components. (ref. Magic Missile Spell) #### 16th level:
* **Dawn.** As a bonus action, you can cast the Dawn spell without providing material components. This Dawn will only take effect for one turn, but you can maintain it by consuming 1 ki point each turn. (ref. Dawn spell)
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Monastic Traditions | Way of the Sun Soul
\page ### Way of the Drunken Master *The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.*
A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
##### Alcoholic Dance When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you don't already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. Fighting drunk gives you no disadvantage, at least as long as you remain conscious.
You also gain proficiency with brewer's supplies if you don't already have it. You can take a sip of your brewer's supplies as an action and gain temporary hit points equal your Wisdom modifier. ##### Drunken Technique At 3rd level, you learn how to twist and turn quickly as part of your movement. Whenever you use your ki features. * **Drunken Fall.** When you have been attacked with a melee attack, as a reaction you can fall prone and rolling half your speed without taking opportunity attacks, and until the beginning of your next turn your enemies have no advantage in hitting you because you are prone. * **Drunken Movement.** If you use at least 1 ki point in your turn, your movement becomes very difficult to follow. You gain the benefit of the Disengage action. * **Drunken Stance.** When you make a reaction attack, you can automatically push your opponent 5 feet away. ##### The Drunken Gods Style Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. * **The Drunken God of the Jar.** Once per turn, when you have been attacked, as a free action you can drink a sip of your brewer's supplies. * **The Drunken God Limp.** When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. * **The Drunken God Seeing Double.** When a creature misses you with a melee attack roll, as a free action you can cause that attack to hit one creature of your choice, other than the attacker and that you can see within 5 feet of you or the creature that is attacking you. ``` ``` ##### Fierce Drunker Starting at 10th level, the properties of your brewer's supplies take on special effects on you, every time you drink you can choose to have one of these effects. * **Drunkard's Luck.** You always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage, as a free action you can drink and spend 1 ki points to cancel the disadvantage for that roll. * **Drunkard's Constitution.** When you drink thanks to "The Drunken God of the Jar" feature, you can choice to spend 1 ki points to gain temporary hit points equal to one roll of your Martial Arts die + your own Wisdom modifier. * **A Drunkard's Breath.** When you drink thanks to "The Drunken God of the Jar" feature, you can choice to spend 1 ki points to Breath on a creature within 5 feet of you, It must succeed on a Constitution saving throw or be poisoned for 1 minute. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends. ##### Intoxicated Frenzy At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Quick Strike your walking speed increases by 10 feet, and you can make up to three additional attacks with it, provided that each of this three additional attack targets a different creature this turn.
##### Chin Gentsai [Creative Uncut](https://www.creativeuncut.com/gallery-09/kof12-chin-gentsai.html)
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Monastic Traditions | Way of the Drunken Master
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##### Drunken Master [Photo Gallery](https://www.imdb.com/title/tt0080179/mediaindex)
### Ki Techniques of the Drunken Monastery The Drunken monastery is a mysterious sect where monks learn the way of the Drunken Master. In this monastery, Ki Techniques have been developed through many generations of Drunken Master monk warriors creating techniques specific to them. In addition to the monk class list of Ki Techniques you can add these techniques as possible choices.
**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier
#### 3rd level:
* **Drunken Thrust.** When you hit a creature with an unarmed strike, you can attempt to push it back. It must succeed on a **Strength** saving throw or it can be pushed up to 15 feet away from you and fall prone. #### 5th level:
* **Unexpected Strike.** When a creature within 5 feet of you casts a spell or make a range attack, you can use your reaction to make an unarmed attack against that creature. ``` ```
#### 8th level:
* **Lucky Strike.** When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. Roll a Martial Arts die and add it to the attack's damage roll. #### 12th level:
* **Drunken Strike.** When you use your drunken fall, as you roll you can make an unarmed strike against someone in your path. The creature must succeed on a **Dexterity** saving throw or be knocked prone. #### 16th level:
* **Wall of Fire.** As a bonus action, you can use your alcohol to make the Wall of Fire spell without providing material components. This Wall of Fire is only active for this turn, but you can maintain it by consuming 1 ki point each turn. (ref. Wall of Fire spell)
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Monastic Traditions | Way of the Drunken Master
\page ### Way of the Astral Self *A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.*
##### Arms of the Astral Self At 3rd level, your mastery of your ki allows you to summon a portion of your astral self. As a bonus action, you can spend 1 ki point to summon the arms of your astral self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die. For 10 minutes, these spectral arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.
While the spectral arms are present, you gain the following benefits: * You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws. * You can use the spectral arms to make unarmed strikes. * When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal. * The unarmed strikes you make with the arms can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force. ##### Visage of the Astral Self When you reach 6th level, you can summon the visage of your astral self. As a bonus action, or as part of the bonus action you take to activate Arms of the Astral Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die. The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits. * **Astral Sight.** You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. * **Wisdom of the Spirit.** You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks. * **Word of the Spirit.** When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you. ``` ``` ##### Body of the Astral Self Starting at 10th level, when you have both your astral arms and visage summoned, you can cause the body of your astral self to appear (no action required). This spectral body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits. * **Deflect Energy.** When you take acid, cold, fire, force, lightning, or thunder damage, you can use your reaction to deflect it. When you do so, the damage you take is reduced by 1d10 + your Wisdom modifier (minimum reduction of 1). Additionally, the first time you hit with a melee attack in your next turn, the target suffers an additional Martial Art die of the deflected element, or force (your choice). * **Empowered Arms.** Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die. ##### Awakened Astral Self Starting at 17th level, your connection to your astral self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 5 ki points to summon the arms, visage, and body of your astral self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.
While your astral self is awakened, you gain the following benefits. * **Armor of the Spirit.** You gain a +2 bonus to Armor Class. * **Astral Barrage.** Whenever you use the Extra Unarmed Strike feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.
##### Ancient Civilizations [Silviu Sadoschi](https://www.artstation.com/contests/ancient-civilizations/challenges/14/submissions/14248?sorting=survivors)
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Monastic Traditions | Way of the Astral Self
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##### Asura's Wrath [CyberConnect2](https://www.etsy.com/it/listing/491853509/il-puntamento-e-un-poster-scortese?epik=dj0yJnU9WE5vYklPbHVCSllJYUNiekZSUWZESzR0SXZfRUhLVTYmcD0wJm49ZlZfTkszbm1pczB5dkNjSUN5RU9sZyZ0PUFBQUFBR1FWOVhV)
### Ki Techniques of the Astral Self Monastery The Astral Self monastery is a mysterious sect where monks learn the way of the Astral Self. In this monastery, Ki Techniques have been developed through many generations of Astral Self monk warriors creating techniques specific to them. In addition to the monk class list of Ki Techniques you can add these techniques as possible choices.
**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier
#### 3rd level:
* **Vigilant.** When you make an Intelligence (Investigation), a Wisdom (Perception) or a Wisdom (Insight) check or an initiative roll, you can roll one Martial Arts die and add it to the ability check. #### 5th level:
* **Long Astral Arms.** At the beginning of your turn, you can use your Astra Arms to hit enemies from further away. Until the beginning of the next turn, your Astral Arms attacks reach is 15 feet greater than normal. ``` ```
#### 8th level:
* **War Cry.** If you have Visage of the Astral Self active, you can amplify your voice to emit a Thunderwave. As a bonus action, you can cast Thunderwave spell without providing material components. (ref. Thunderwave spell) #### 12th level:
* **Rapid Ki Blasts.** In place of one of your attacks, you create three glowing orbs of Ki. You can summon the Magic Missile spell without providing material components. (ref. Magic Missile Spell) #### 16th level:
* **Asura Hand.** As an action, you can summon the Bigby's Hand spell without providing material components. This summoning is only active for this turn, but you can maintain it by consuming 1 ki point each turn. The hand does what Bigby's Hand spell can do and can be used once per turn replacing one of your unarmed attacks. (ref. Bigby's Hand Spell)
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Monastic Traditions | Way of the Astral Self
\page ### Way of Mercy *Monks of the Way of Mercy learn to manipulate the life and death force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy. The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.*
##### Implements of Mercy When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. You also gain a special mask, which you often wear when using the features of this subclass. You determine its appearance, or generate it randomly by rolling on the Merciful Mask table. | d6 | Mask Appearance | |:---:|:-----------:| | 1 | Raven | | 2 | Blank and white | | 3 | Crying visage | | 4 | Laughing visage | | 5 | Skull | | 6 | Butterfly | ##### Hands of Healing When you attack, you can replace one of the unarmed strikes with a Hands of Healing. You can spend 1 ki point to touch a creature and restore a number of hit points equal to one roll of your Martial Arts die + your Wisdom modifier. ##### Hands of Harm At 3rd level, you use your ki to inflict wounds. When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. You can use this feature only once per turn. ##### Physician's Touch Starting at 6th level, you can administer even greater cures with a touch, and if you feel it's necessary, you can use your knowledge to cause dreadful harm.
When you use Hands of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, frightened, paralyzed, petrified, poisoned, or stunned.
When you cure someone of a negative condition that you didn't induce, you can retain it and when you use the Hand of Harm you can transmit one of the retained condition at a time to one of your opponents. This condition persists until the end of your next turn (no saving throw). You can retain a maximum of conditions equals to your proficiency bonus. These conditions are cancelled each long rest. If you do not have negative conditions, poisoned can always be used.
##### Quick Strike of Healing and Harm Starting at 10th level, you can now mete out a Strike of comfort and hurt. When you use Quick Strike, you can use your Hands of Healing or Hand of Harm without spending ki points. You can still use Hands of Harm only once per turn. ##### Hand of Ultimate Mercy By 17th level, Your mastery of life and death energy opens the door to the ultimate mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 ki points. The creature then returns to life, regaining a number of hit points equal to 4d10 + your Wisdom modifier. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned. Also, as an action you can perform the finger of death spell by touching the enemy using 5 ki points.
Once you use these features, you can't use it again until you finish a long rest.
##### Executioner [Creative Uncut](https://www.creativeuncut.com/gallery-24/ooam-executioner.html)
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Monastic Traditions | Way of Mercy
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##### Yin Yang Tree [Unknown](https://www.pinterest.ch/pin/83527768081828464/)
### Ki Techniques of the Mercy Monastery The Mercy monastery is a mysterious sect where monks learn the way of the Mercy. In this monastery, Ki Techniques have been developed through many generations of Mercy monk warriors creating techniques specific to them. In addition to the monk class list of Ki Techniques you can add these techniques as possible choices.
**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier
#### 3rd level:
* **Herbalist.** When you make an Intelligence (Nature), a Wisdom (Medicine) or a Wisdom (Survival) check, you can roll one Martial Arts die and add it to the ability check. #### 5th level:
* **Nerve Pinch.** When you hit a creature with an unarmed strike, you can induce a creature into an instant sleep. Roll 5d8, the total is how many hit points of creature this technique can affect. The creature affected by this technique fall unconscious for 1 minute, or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. You can roll an additional 2d8 for each additional ki point.
#### 8th level:
* **Filth Fever.** When you hit a creature with a unarmed strike, a raging fever sweeps through the creature’s body. The creature must make a **Constitution** saving throw. On a failed save, it has disadvantage on Dexterity and Strength checks, saving throws, and attack rolls that use Strength or Dexterity until the end of your next turn. #### 12th level:
* **Physician Strike.** When a creature has a condition imposed by your Physician's Touch feature, you can use your reaction to make an unarmed attack against it. #### 16th level:
* **Yin Yang Aura .** As a bonus action you can create a 30 foot Aura around you. Whenever a creature (including you) ends its turn in the Aura, you can grant your allies a number of temporary hit points and your enemies a number of damage equal to one Martial Arts dice + your wisdom modifier. The Aura moves with you, and it lasts for this turn, but you can maintain it by consuming 1 ki point each turn.
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Monastic Traditions | Way of the Open Hand
\page ### Way of the Ascendant Dragon *The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane. As a follower of this Monastic Tradition, you decide how you unlocked the power of dragons through your ki. The Ascendant Dragon Origin table offers some possibilities.*
##### Ascendant Dragon Origin | d6 | Origin | |:---|:-----------:| | 1 | You honed your abilities by observing a dragon and aligning your ki with their world altering power. | | 2 | A dragon personally took an active role in shaping your inner energy. | | 3 | You studied at a monastery that traces its teachings back centuries or more to a single dragon’s instruction. | | 4 | You spent long stretches meditating in the region of influence of an ancient dragon’s lair, absorbing its ambient magic. | | 5 | You found a scroll written in Draconic that contained inspiring new techniques. | | 6 | After a dream that featured a five-handed dragonborn you awoke with altered ki, reflecting the breaths of dragons | ##### Draconic Disciple At 3rd level, you can channel draconic power to magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits: * **Draconic Presence.** If you fail a Charisma (Intimidation) or Charisma (Persuasion) check, you can use your reaction to reroll the check, as you tap into the mighty presence of dragons. Once this feature turns a failure into a success, you can’t use it again until you finish a long rest. * **Draconic Strike.** When you damage a target with an unarmed strike, you can change the damage type to acid, cold, fire, lightning, or poison. * **Tongue of Dragons.** You learn to speak, read, and write Draconic or one other language of your choice. ##### Breath of the Dragon At 3rd level you can channel destructive waves of energy, like those created by the dragons you emulate. When you take the Attack action on your turn, you can replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against your ki save DC, taking damage of the chosen type equal to two rolls of your Martial Arts die on a failed save, or half as much damage on a successful one.
At 11th level, the damage of this feature increases to three rolls of your Martial Arts die.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again. ##### Wings Unfurled At 6th level when you use Dash, Disengage, or Dodge actionas, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed. ##### Aspect of the Wyrm At 10th level the power of your draconic spirit now radiates from you, warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the following effects of your choice: * **Frightful Presence.** When you create this aura, and as a bonus action on subsequent turns, you can choose a creature within the aura. The target must succeed on a Wisdom saving throw against your ki save DC or become frightened of you for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. * **Resistance.** Choose a damage type when you activate this aura: acid, cold, fire, lightning, or poison. You and your allies within the aura have resistance to that damage.
Once you create this aura, you can’t create it again until you finish a long rest, unless you expend 3 ki points to create it again. ##### Ascendant Aspect At 17th level, your draconic spirit reaches its peak. You gain the following benefits: * **Augment Breath.** When you use your Breath of the Dragon, you can spend 1 ki point to augment its shape and power. The exhalation of draconic energy becomes either a 60-foot cone or a 90-foot line that is 5 feet wide (your choice), and each creature in that area takes damage equal to four rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. * **Blindsight.** You gain blindsight out to 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. * **Explosive Fury.** When you activate your Aspect of the Wyrm, draconic fury explodes from you. Choose any number of creatures you can see in your aura. Each of those creatures must succeed on a Dexterity saving throw against your ki save DC or take 3d10 acid, cold, fire, lightning, or poison damage (your choice).
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Monastic Traditions | Way of the Ascendant Dragon
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##### Ancalagon the black [ Anato Finnstark](https://www.artstation.com/artwork/LeBqLK)
### Ki Techniques of the Ascendant Dragon Monastery The Ascendant Dragon monastery is a sect mysterious sect where monks learn the way of the Ascendant Dragon. In this monastery, Ki Techniques have been developed through many generations of Ascendant Dragon monk warriors creating techniques specific to them. In addition to the monk class list of Ki Techniques you can add these techniques as possible choices.
**Ki save DC** = 8 + your proficiency bonus + your Wisdom modifier
#### 3rd level:
* **Draconian.** When you make a Charisma (Intimidation), a Charisma (Persuasion) or a Wisdom (Insight) check, you can roll one Martial Arts die and add it to the ability check. #### 5th level:
* **Draconic Energy.** As a bonus action, you can Push all the creatures that surround you. All creatures 5 feet away from you must succeed on a **Strength** saving throw or be pushed up to 15 feet away from you. ``` ```
#### 8th level:
* **Dragon Step.** As bonus action, you cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must succeed on a **Dexterity** saving throw, or takes one Martial Arts die of bludgeoning damage and be knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared. #### 12th level:
* **Dragon's Wrath.** When you hit a creature with an unarmed strike that have advantage, you can enhance your damage. You don't need advantage on the attack roll if while in the Aspect of the Wyrm. Roll a Martial Arts die and add it to the attack's damage roll. #### 16th level:
* **Draconic Spirit.** As a bonus action, you can manifests a Draconic Spirit without providing material components. This Draconic Spirit is only corporeal for this turn, but you can maintain it by consuming 1 ki point each turn. (ref. Summon a Draconic Spirit)
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Monastic Traditions | Way of the Ascendant Dragon